Pygame学习笔记之三:飞船大战外星人

参数 settings.py

class Settings():
    """存储《外星人入侵》的基本参数"""
    def __init__(self):
        """初始化游戏的设置"""
        #屏幕设置
        self.screen_width = 1200
        self.screen_height = 700
        self.bg_color = (230,230,230)
        self.ship_speed_factor = 1.5
        self.ship_limit = 3

        #子弹参数配置
        self.bullet_speed_factor = 1
        self.bullet_width = 3
        self.bullet_height = 15
        self.bullet_color = 60, 60, 60
        self.bullets_allowed = 3

        #外星人参数
        self.alien_speed = 1
        self.fleet_speed = 10

        self.fleet_direction = 1

飞船 ship.py

import pygame

class Ship():

    def __init__(self, set, screen):
        self.set = set
        self.screen = screen
        #导入图片,获取图片所在矩形宽、高
        self.image = pygame.image.load('images/ship.bmp')
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()
        #设置飞船放在屏幕底部中央
        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom = self.screen_rect.bottom
        #在飞船的属性centerx修改为浮点,便于小数运算
        self.center = float(self.rect.centerx)
        #移动标志
        self.moving_right = False
        self.moving_left = False

    def center_ship(self):
        """将飞船放在中央"""
        self.center = self.screen_rect.centerx

    #更新飞船坐标
    def update(self):

        if self.moving_right and self.rect.right < self.screen_rect.right:
            self.center += self.set.ship_speed_factor
        if self.moving_left and self.rect.left > 0:
            self.center -= self.set.ship_speed_factor
        self.rect.centerx = self.center

    def blitme(self):
        #指定位置绘制飞船,两个参数,绘制的图片Surface、画的位置dest
        self.screen.blit(self.image,self.rect)

外星人 alien.py

import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
    """创建一个外星人类"""

    def __init__(self, set, screen):
        """始化外星人并设置起始位置"""
        super(Alien, self).__init__()
        self.screen = screen
        self.set = set

        #加载图片,并设置rect属性
        self.image = pygame.image.load('images/alien.bmp')
        self.rect = self.image.get_rect()

        #外星人位置为左上角,left=x,top=y
        self.rect.x = self.rect.width
        self.rect.y = self.rect.height

        #浮点化,便于运算
        self.x = float(self.rect.x)

    def check_edges(self):
        """检查外星人是否到达屏幕边缘"""
        screen_rect = self.screen.get_rect()
        if self.rect.right >= screen_rect.right:
            return True
        elif self.rect.left <= 0:
            return True

    def update(self):
        """左右移动外星人"""
        self.x += (self.set.alien_speed *
                   self.set.fleet_direction)
        self.rect.x = self.x

    def blitme(self):
        """制定位置绘制外星人,两个参数,绘制的图片Surface、画的位置dest"""
        self.screen.blit(self.image, self.rect)

子弹 bullet.py

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):

    def __init__(self, set, screen, ship):
        """创建一个管理子弹的类"""
        super().__init__()
        self.screen = screen

        #在(0,0)位置画矩形子弹,然后设置子弹位置
        self.rect = pygame.Rect(0, 0, set.bullet_width,
                                set.bullet_height)
        #X坐标等于飞船X中间,Y坐标等于飞船top的Y坐标
        self.rect.centerx = ship.rect.centerx
        self.rect.top = ship.rect.top

        #小数化Y坐标,便于移动运算
        self.y = float(self.rect.y)
        #子弹颜色、速度
        self.color = set.bullet_color
        self.speed_factor = set.bullet_speed_factor

    def update(self):
        """向上移动子弹"""
        # 更新子弹Y坐标.
        self.y -= self.speed_factor
        self.rect.y = self.y

    def draw_bullet(self):
        """将子弹画在屏幕上"""
        pygame.draw.rect(self.screen, self.color, self.rect)

功能实现 game_functions.py

import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien

def check_keydown_events(event, set, screen, ship, bullets):
    """响应按键"""
    if event.key == pygame.K_RIGHT:
        ship.moving_right = True
    elif event.key == pygame.K_LEFT:
        ship.moving_left = True
    elif event.key == pygame.K_SPACE:
        fire_bullet(set, screen, ship, bullets)
    elif event.key == pygame.K_q:
        sys.exit()

def check_keyup_events(event, ship):
    """响应按键松开"""
    if event.key == pygame.K_RIGHT:
        ship.moving_right = False
    elif event.key == pygame.K_LEFT:
        ship.moving_left = False

def check_events(set, screen, ship, bullets):
    """响应键盘、鼠标事件"""
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event, set, screen, ship, bullets)
        elif event.type == pygame.KEYUP:
            check_keyup_events(event, ship)

def fire_bullet(set, screen, ship, bullets):
    """没有超过限制就创建一个子弹,并且加入子弹组"""
    if len(bullets) < set.bullets_allowed:
        new_bullet = Bullet(set, screen, ship)
        bullets.add(new_bullet)

def update_screen(set, screen, ship, aliens, bullets):
    """更新屏幕图像,显示新的图像"""
    # 每次循环时重新绘制屏幕
    screen.fill(set.bg_color)

    #画出所有子弹,在飞船、外星人的后面
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)

    #让最近的绘制可见
    pygame.display.flip()

def update_bullets(set, screen, ship, aliens, bullets):
    #更新子弹
    bullets.update()
    #删除消失的子弹
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)

    check_bullet_alien_collisions(set, screen, ship, aliens, bullets)

def check_bullet_alien_collisions(set, screen, ship, aliens, bullets):
    """检查子弹外是否击中外星人"""
    #删除相遇的子弹,外星人
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)

    if len(aliens) == 0:
        #删除现有子弹,创建新的一群外星人
        bullets.empty()
        create_fleet(set, screen, ship, aliens)

def check_fleet_edges(set, aliens):
    """有外星人到达边缘后,改变方向"""
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(set, aliens)
            break

def change_fleet_direction(set, aliens):
    """将外星人下移,并且改变运动方向"""
    for alien in aliens.sprites():
        alien.rect.y += set.fleet_speed
    set.fleet_direction *= -1


def ship_hit(set, stats, screen, ship, aliens, bullets):
    """响应飞船被撞到"""
    if stats.ships_left > 0:
        #生命值减去1
        stats.ships_left -= 1
    else:
        stats.game_active = False
    #清空子弹、外星人
    aliens.empty()
    bullets.empty()
    #新建一群外星人、将飞船放在中央
    create_fleet(set, screen, ship, aliens)
    ship.center_ship()
    #暂停一下
    sleep(0.5)

def check_aliens_bottom(set, stats, screen, ship, aliens, bullets):
    """检查是否有外星人到达了屏幕底端"""
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            #想飞船相撞一样处理
            ship_hit(set, stats, screen, ship, aliens, bullets)
            break

def update_aliens(set, stats, screen, ship, aliens, bullets):
    """检查是否到达屏幕两边"""
    check_fleet_edges(set, aliens)
    aliens.update()
    # 检测外星人和飞船碰撞
    if pygame.sprite.spritecollideany(ship, aliens):
        ship_hit(set, stats, screen, ship, aliens, bullets)
    # 检查是否有外星人到达屏幕底端
    check_aliens_bottom(set, stats, screen, ship, aliens, bullets)

def get_number_aliens_x(set, alien_width):
    """计算一行能有多少外星人"""
    available_space_x = set.screen_width - 2 * alien_width
    number_aliens_x = int(available_space_x / (2 * alien_width))
    return number_aliens_x

def get_number_rows(set, ship_height, alien_height):
    """计算有几行外星人"""
    available_space_y = (set.screen_height -
                         (3 * alien_height) - ship_height)
    number_rows = int(available_space_y / (2 * alien_height))
    return number_rows

def create_alien(set, screen, aliens, alien_number, row_number):
    """创建外星人"""
    alien = Alien(set, screen)
    alien_width = alien.rect.width
    alien.x = alien_width + 2 * alien_width * alien_number
    alien.rect.x = alien.x
    alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
    aliens.add(alien)

def create_fleet(set, screen, ship, aliens):
    """创建外星人群"""
    #导入参数,获取一行几个,有几行
    alien = Alien(set, screen)
    number_aliens_x = get_number_aliens_x(set, alien.rect.width)
    number_rows = get_number_rows(set, ship.rect.height,
                                  alien.rect.height)

    #创建外星人
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            create_alien(set, screen, aliens, alien_number,
                         row_number)

计分 game_stats.py

class GameStats():
    """跟踪统计游戏信息"""
    
    def __init__(self, set):
        """初始化游戏的统计信息"""
        self.set = set
        self.reset_stats()
        
        #游戏刚启动时处于活动状态
        self.game_active = True
        
    def reset_stats(self):
        """初初始化在游戏中可能变化的统计信息"""
        self.ships_left = self.set.ship_limit

主函数

import pygame
from pygame.sprite import Group

from settings import Settings
from game_stats import GameStats
from ship import Ship
import game_functions as gf

def run_game():
    #初始化pygame、设置屏幕对象
    pygame.init()
    set = Settings()
    #初始化屏幕大小参数
    screen = pygame.display.set_mode(
        (set.screen_width, set.screen_height)
    )
    #设置标题
    pygame.display.set_caption("大战外星人")

    stats = GameStats(set)

    #设置背景颜色
    bg_color = (230,230,230)
    #画飞船
    ship = Ship(set,screen)
    #创建子弹组
    bullets = Group()
    aliens = Group()
    #创建外星人群
    gf.create_fleet(set, screen, ship, aliens)

    #游戏主循环
    while True:
        #监视键盘鼠标事件
        gf.check_events(set, screen, ship, bullets)

        if stats.game_active:
            ship.update()
            gf.update_bullets(set, screen, ship, aliens, bullets)
            gf.update_aliens(set, stats, screen, ship, aliens, bullets)

        gf.update_screen(set, screen, ship, aliens, bullets)

run_game()

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转载自blog.csdn.net/qq_31235811/article/details/88758168